RPG Evolution: When Gaming Bleeds

Monte Cook Games recently released Consent in Gaming, a sensitive topic that addresses subjects that make some players uncomfortable. Central to the understanding of why there's a debate at all involves the concept of "bleed" in role-play.

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Picture courtesy of Pixabay.​

Bleed Basics

Courtney Kraft explains bleed:
It’s a phenomenon where the emotions from a character affect the player out of the game and vice versa. Part of the joy of roleplay comes from diving into the fantasy of being something we’re not. When we play a character for a long time, it’s easy to get swept up in the highs of victorious battle and the lows of character death. When these feelings persist after the game is over, that’s when bleed occurs.
Bleed isn't inherently bad. Like actors in a movie, players sometimes draw on experiences to fuel their role-playing, consciously or subconsciously, and this bleed can happen organically. What's of concern in gaming is when bleed has detrimental consequences to the player.

Consent in Gaming explains the risks of negative bleed:
There’s nothing wrong with bleed—in fact, it’s part of the reason we play games. We want to be excited when our character is excited, to feel the loss when our characters do. However, bleed can cause negative experiences if not handled carefully. For example, maybe a character acted in a way that your character didn’t like, and it made you angry at the player too. Or maybe your character is flirting with another character, and you’re worried that it’s also making you have feelings for the player. It’s important to talk about these distinctions between characters and players early and often, before things take an unexpected turn.
There are several aspects that create bleed, and it's central to understanding why someone would need consent in a game at all. Bleed is a result of immersion, and the level of immersion dictates the social contract of how the game is played. This isn't limited to rules alone, but rests as much on the other players as it is on the subject matter.

One of the experiences that create bleed is a player's association with the game's subject matter. For some players, less realistic games (like Dungeons & Dragons) have a lower chance of the game's experiences bleeding into real life, because it's fantasy and not analogous to real life. Modern games might have the opposite effect, mirroring real life situations a player has experience with. There are plenty of players who feel otherwise of course, particularly those deeply involved in role-playing their characters for some time -- I've experienced bleed role-playing a character on a spaceship just as easily as a modern game.

The other element that can affect bleed is how the game is played. Storytelling games often encourage deeper emotional involvement from a player, while more gamist tabletop games create a situational remove from the character by their nature -- miniatures, tactical combat, and other logistics that are less about role-playing and more about tactics. Live Action Role-Playing games (LARPs) have the player physically inhabit their role and are thus provide more opportunities for bleed. Conversely, Massive Multi-Player Online Role-Playing Games (MMORPGs) might seem like they make bleed unlikely because the player is at a computer, experiencing the game through a virtual avatar -- and yet it can still happen. Players who play a game for a long time can experience more bleed than someone who just joined a game.

Dungeons & Dragons is a particular flashpoint for discussions of bleed, because while it is a fantasy game that can easily be played with disposable characters navigating a dungeon, it can also have surprisingly emotional depth and complexity -- as many live streams of tabletop play have demonstrated.

These two factors determine the "magic circle," where the reality of the world is replaced by the structure of another reality. The magic circle is not a magic wall -- it's porous, and players can easily have discussions about what's happening in the real world, make jokes derived from popular culture their characters would never know, or even just be influenced by their real life surroundings.

The deeper a player engages in the magic circle, the more immersed that player becomes. Governing the player's social contract within the magic circle is something Nordic LARP calls this "the alibi," in which the player accepts the premise that their actions don't reflect on them but rather their character:
Rather than playing a character who is very much like you (“close to home”), deliberately make character choices that separates the character from you and provides some differentiation. If your character has a very similar job to your ideal or actual job, find a reason for your character to change jobs. If your character has a very similar personality to you, find aspects of their personality that are different from yours to play up and focus on. Or play an alternate character that is deliberately “further from home”.

Bleeding Out

Where things get sticky is when real life circumstances apply to imaginary concepts. Bleed exists within the mind of each player but is influenced by the other players. It is fungible and can be highly personal. Additionally, what constitutes bleed can be an unconscious process. This isn't necessarily a problem -- after all, the rush of playing an awesome superhero can be a positive influence for someone who doesn't feel empowered in real life -- unless the bleed touches on negative subjects that makes the player uncomfortable. These psychological triggers are a form of "bleed-in," in which the player's psychology affects the character experience. Not all bleed moments are triggers, but they can be significantly distressing for players who have suffered some form of abuse or trauma.

Consent in Gaming attempts to address these issues by using a variety of tools to define the social contract. For players who are friends, those social contracts have likely been established over years through both in- and out-of-game experiences. But for players who are new to each other, social contracts can be difficult to determine up front, and tools like x-cards can go a long way in preventing misunderstandings and hurt feelings.

Thanks to the increasing popularity of tabletop role-playing games, players are coming from more diverse backgrounds with a wide range of experiences. An influx of new players means those experiences will not always be compatible with established social contracts. The recent incident at the UK Gaming Expo, as reported by Darryl is an egregious example of what happens when a game master's expectations of what's appropriate for a "mature" game doesn't match the assumed social contract of players at the table.

This sort of social contract reinforcement can seem intrusive to gamers who have long-suffered from suspicion that they are out of touch with reality, or that if they play an evil character, they are evil (an allegation propagated during the Satanic Panic). This need to perform under a "cover" in their "real" life has made the entire concept of bleed and its associated risks a particularly sensitive topic of discussion.

X-cards and consent discussions may not be for everyone, but as we welcome new players with new experiences into the hobby, those tools will help us all negotiate the social contract that makes every game's magic circle a magical experience.
 

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Michael Tresca

Michael Tresca

"I don't mind most people, but I could do without people that disagree with me."
no, the point of that comic is people who exhibit the behavior of the sea lion aren't being sincere and really just trying to harass and supress people that disagree with them. going into your home notwithstanding, but invading your private spaces isn't necessary for that behavior to be a problem, the point is constantly pestering others in a supposedly civilized manner.
 

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haha.

see this is why it's hard to take your argument seriously. everyone else is talking about how this affects them locally, or how this might affect their own game. there's even some discussion of the broader issues this system might cause. but so far you're the only person implying there's an ulterior motive to this argument, that somehow people are actually trying to make gaming less safe. what? no one arguing in favor of the x-cards is saying there's a conspiracy to make gamers feel uncomfortable all the time, unless you're conflating that with people saying gaming culture up until recently has been toxic, but it's hard to call that a conspiracy when there's a long history of stories about harassment and worse in gaming communities.

I find it hard to take your argument seriously when you are trying to tackle the matter so globally; if nothing else I have the common sense to state what has formed my views so you may retort to my position. What is it that you possess that makes every point of view you have right? omniscient?
considering some of the things already said in this thread, the only things I can think of that could possibly lock this thread at this point is either 1) something angry against the mods or this website or 2) you honestly and unabashedly believe in some pretty horrid or bigoted stuff that informs your argument, which again does not help your case in my book.

In one post you have decided to brush all my opinions worth and branded me a bigot. Ironic. You truly are a bastion of empathy.
 

no, the point of that comic is people who exhibit the behavior of the sea lion aren't being sincere and really just trying to harass and supress people that disagree with them. going into your home notwithstanding, but invading your private spaces isn't necessary for that behavior to be a problem, the point is constantly pestering others in a supposedly civilized manner.

Again still a bad metaphor since the woman never makes any attempt to back up her claim how can we tell the sealion is being insincere? We have to be prejudice towards the sealion and assume they are insincere for it to even work.

These seems to say ignoring all requests to back up your opinion is fine. It effective says you should ignore any challenges to you world view.

Although I better be careful I might be accussed of sealioning for disagreeing with you on multiple occasions (although I'm happy to leave it here, I've made my view clear) accusations of "sealioning" are generally used because people are unwilling (or more often unable) to defend their point of view. The whole concept is as flawed as the comic's metaphor.
 
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Because the X card is for extreme reactions, where the player might shut down or have to escape. Because, while I fully agree gaming can have psychological benefits and personally has helped me feel more confident, they are not therapy sessions. RPGs are games and entertainment.

Life does throw nastiness at us. What has that got to do with giving someone a break at the table? If someone has a broken leg, we don't tell them to shake it off. We need to give the same consideration for emotional injuries as well. It's not coddling. That person may be struggling daily to overcome a challenge. We need to trust that people know when things get too painful, and show some basic courtesy and compassion.

I appreciate your response (especially having just read Panda-s1's). You point out yourself however that gaming are not therapy sessions, ergo at what point does implementing tools related to therapy sessions become excessive? I am a social worker with 5 years experience and play regularly with a diverse group of people (Aspergers/ young children/ elderly/ troubled youth) and at no point was a X card needed for said individuals because whilst they had issues of their own (some horrendous) they have developed coping techniques to at least a RP setting. At a certain point the question must be asked of who exactly is it you think is sitting at your tables and if it so severe they need an X card is it kinder to inform them the reality that the game may just be too problematic for them?
 
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I cannot speak to particular people. But, there's some things known about human behavior.

When we start talking about making changes in social arrangements or behavior (like, say, using an X-card when we didn't do so before), we run into a basic implication: Doing something like this is better than what we used to do.

And sometimes that implication is just false.
 

It’s difficult to have a good faith discussion these days. I’m only vaguely familiar with the concept of sea lion thing. If you want to accuse me of acting in bad faith please have enough faith to speak plainly rather than hide behind euphemisms.

Never mind, the whole "sea-lioning", in my oppinion, is an excuse for not having to actually defend your oppinion and also in my oppinion, one of the most toxic tropes people use un discussions nowadays.
 

Here we are discussing sea lions and the effectiveness of cake analogies.

Is there any possibility we could start a thread discussing one of these topics that doesn't insist on the terms of the discussion ahead of time, and is actually interested in a discussion? I mean maybe it would be too much to ask for the people to discuss this in good faith, but I would be happy to go with the rest of the "sea lions" and discuss problems of emotional spillover and inquire politely into how it has effected your own gaming. We can leave the rest of the thread to discuss how they are saving the world from us bad people or whatever it is that makes them feel good about themselves.
 


...okay, this is the point where I just ignore you entirely. I'm already at contention with dealing with you, but encouraging people to actually harm others, even with supposedly good intentions, is the goddamn line. I will say though your average con GM is not a psychiatric professional and I wouldn't trust them to administer exposure therapy.

as others have said on either side of the argument: con games are not therapy sessions, and it's absolutely bonkers to suggest what's supposed to be a fun session is a reasonable time to cause someone to have a panic attack.
You've gotta own a lotta straw fields man. What are you the straw king? I do not advocate the harming of anyone in this thread. If you pearl clutch any harder you may end up needing to see a chiropractor. And again. No advice or opinions in this post should shape the medicinal decisions of people in the future. Just gonna drive that point home a little more.
 

On ENWorld, we tend to argue more about someone's analogy than the argument itself. It's really rather miraculous. Imagine if all arguments were conducted in this manner. No one would ever use analogies unless they had been carefully considered.

I've tried hard to stop using them myself after realizing that they almost always harmed clarity rather than aided it.

Can't we stop discussing Sea Lions, and actually talk about Bleeding.

Speaking of analogies I'm not fond of, can we not call it "bleeding"?
 

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